This seamless 3D texture showcases an exquisite smooth wood surface with a high-quality varnished finish, meticulously crafted at an impressive 8K resolution using advanced Physically Based Rendering (PBR) techniques. The base material is natural wood, characterized by fine grain orientation that subtly reveals underlying sanded wood fibers and delicate sanding marks. These details create a realistic portrayal of polished wooden surfaces, enhanced by the glossy varnish layer that reflects light naturally, adding depth and richness to the overall appearance. The natural color variations and subtle tonal shifts inherent in the wood’s organic composition are faithfully captured across the BaseColor (Albedo) channel, providing an authentic warm and inviting look perfect for furniture, interior decoration, and detailed product visualization projects requiring premium wood materials.
The texture’s PBR channels are thoughtfully designed to replicate the complex interactions found in real varnished wood surfaces. The Normal map accentuates the micro-geometry of fine wood grains and sanding grooves, delivering tactile realism and enhanced surface definition. Roughness values are finely tuned to convey the smooth yet slightly varied glossiness of the varnished finish, reflecting light in a way that mimics a freshly coated wooden surface. The Metallic channel remains minimal, as the wood itself is non-metallic, while the Ambient Occlusion map adds subtle shadowing along grain crevices and sanding marks to boost depth perception. Height and displacement maps introduce gentle surface undulations, reinforcing the natural texture variations essential for close-up renders. This comprehensive material setup ensures the texture performs exceptionally across Blender, Unreal Engine, and Unity, making it ideal for seamless application on large surfaces without visible seams.
Constructed with a focus on seamless tiling, this smooth wood texture repeats flawlessly, enabling artists and designers to cover expansive 3D models or architectural environments without disruption. The varnished finish not only enhances visual appeal but also suggests durability and protection, common in high-quality wood products. For optimal results, it is recommended to adjust the UV scale carefully in your 3D application to maintain the natural grain size relative to your model’s dimensions. Additionally, fine-tuning the roughness parameter can help achieve the desired level of glossiness, from a soft satin sheen to a more reflective polished surface, depending on lighting conditions and artistic intent.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
